public void LoadToCharacter(Character c, Action a) { //controlled c.setScene(scene); c.setSlot(slot); c.setWorld(world); c.setLevelUpsAvailable(levelUpsAvailable); c.setExperience(experience); c.setHitDie(hitDie); //!controlled c.setExpGive(expGive); c.setFriendly(friendly); c.setTalk(talk); //character c.setRace(race); c.setAlignment(alignment); c.setAffiliation(affiliation); c.setProfession(profession); c.setTitle(title); c.setCharacterClass1(characterClass1); c.setCharacterClass2(characterClass2); c.setPrestigeClass(prestigeClass); c.setControlled(controlled); //entity c.setName(name); c.setLevel1(level1); c.setLevel2(level2); c.setPrestigeLevel(prestigeLevel); c.setTotalLevel(totalLevel); c.setStrength(strength); c.setDexterity(dexterity); c.setConstitution(constitution); c.setIntelligence(intelligence); c.setWisdom(wisdom); c.setCharisma(charisma); c.setInitiativeBonus(initiativeBonus); c.setHostile(hostile); c.setInitSet(initSet); c.setTurn(turn); c.setDone(done); c.setInitiative(initiative); c.setBasicAttackBonus(basicAttackBonus); c.setFortitude(fortitude); c.setReflex(reflex); c.setWill(will); c.setSkill(skill); c.setFeat(feat); c.setSkillPoints(skillPoints); c.setFeatPoints(featPoints); c.setClassSkill(classSkill); c.setLocation(xLocation, yLocation); c.setDirection(xDirection, yDirection); c.setInventory(inventory); c.setStatus(status); //attackable c.setCurrentHealth(currentHealth); c.setMaxHealth(maxHealth); c.setArmorClass(armorClass); c.setPrefabName(prefabName); //action a.setStandardAction(standardAction); a.setMoveAction(moveAction); a.setFreeAction(freeAction); a.setSwiftAction(swiftAction); a.setImmediateAction(immediateAction); a.setAoo(aoo); a.setCurrentSpeed(currentSpeed); a.setMaxSpeed(maxSpeed); a.setMoveLock(moveLock); a.setAooProvoked(aooProvoked); a.setEnd(xEnd, yEnd); a.setDir(xDir, yDir); }
public void LoadToAction(Action a) { a.setStandardAction(standardAction); a.setMoveAction(moveAction); a.setFreeAction(freeAction); a.setSwiftAction(swiftAction); a.setImmediateAction(immediateAction); a.setAoo(aoo); a.setCurrentSpeed(currentSpeed); a.setMaxSpeed(maxSpeed); a.setMoveLock(moveLock); a.setAooProvoked(aooProvoked); a.setEnd(xEnd, yEnd); a.setDir(xDir, yDir); }